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[edit] How Real-time Graphics Work in 2010

Date: October 26, 2010, at 4:00 PM
Presenters: Jiawen "Kevin" Chen
Location: 4-231
Abstract: Do you ever wonder how games are actually rendered? Why is it that my OpenGL program runs so slowly on my expensive video card? How do I know if I'm efficiently using my graphics hardware? This cluedump answers these questions by going into how real-time graphics applications are actually written with modern APIs. We begin with a short introduction to graphics hardware architecture. We will then discuss how the OpenGL and Direct3D APIs in 2010 target this architecture, highlighting the enormous differences from their initial design almost 20 years ago. The session will be interactive with plenty of time for questions and live programming.
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